Vamiga: Background glitches on Bubba 'N' Stix (Core Design).

Created on 2 May 2020  路  4Comments  路  Source: dirkwhoffmann/vAmiga

There's a problem with the mountains in the background: they disappear with every Bubba's step.

Here they are:
Mountain_OK
... now they are gone:
Mountain_NO
Maybe a "sprite tricks"?

Also tested on UAE and it's ok 馃憤馃徎

Bug

Most helpful comment

I don't see the stencils feature ...

Latest hot stuff from vAmiga engineering 馃槑. Top secret. Not yet released.

It's a nice feature to quickly see where the visible pixels come from. E.g., here is the original Cabal intro which uses a two-layer scrolling effect:

Bildschirmfoto 2020-05-02 um 19 00 21

These pixels stem from playfield 1:

Bildschirmfoto 2020-05-02 um 19 00 42

And those from playfield 2:

Bildschirmfoto 2020-05-02 um 19 00 33

All 4 comments

Maybe a "sprite tricks"?

Excellent opportunity to try out the new stencils feature from the Monitor panel 馃槑.

Bildschirmfoto 2020-05-02 um 17 31 36

Using the stencil tool, it is possible to cut out certain graphics layers such as the sprite layers. Applying the feature to this game results in the following image:

Bildschirmfoto 2020-05-02 um 17 19 48

It is clearly not related to sprites this time.

Let's revert to the usual procedure: X-raying the patient 馃.

Bildschirmfoto 2020-05-02 um 17 33 44

Wooaaaaahhhh, another game that maxes out the Blitter to the last free DMA cycle 馃槵.

There is heavy Copper activity in the mountain area, so I bet it's another issue with register access timing.

Next step: Put on safety goggles and have a look at the Copper list 鈽笍. We need to find out the registers that get modified by the Copper in this are.

Excellent opportunity to try out the new stencils feature from the Monitor panel 馃槑.

Very cool!! 馃槂
I don't see the stencils feature ...
stencils
... will it be in a future release?

I don't see the stencils feature ...

Latest hot stuff from vAmiga engineering 馃槑. Top secret. Not yet released.

It's a nice feature to quickly see where the visible pixels come from. E.g., here is the original Cabal intro which uses a two-layer scrolling effect:

Bildschirmfoto 2020-05-02 um 19 00 21

These pixels stem from playfield 1:

Bildschirmfoto 2020-05-02 um 19 00 42

And those from playfield 2:

Bildschirmfoto 2020-05-02 um 19 00 33

It is clearly not related to sprites this time.

Well, it turned out that this is not really true. Actually, it is all about sprites. The code changes that fixed "Brian the Lion" fixed this issue, too.

The following image shows all sprite layers together:

Bildschirmfoto 2020-05-04 um 08 30 43

And here is sprite 7 only:

Bildschirmfoto 2020-05-04 um 08 31 35

Bottom line: The mountain parallax effect is all done with sprites.

There is another parallax layer at the bottom which has been done the traditional way (in dual-playfield mode). These pixels belong to the second playfield:

Bildschirmfoto 2020-05-04 um 08 29 55

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